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Author SHA1 Message Date
gewuyou
a0591afa18
Merge pull request #316 from GeWuYou/docs/godot-logging-composition-archive
docs(godot): 归档 Godot logging 主题
2026-05-03 19:23:43 +08:00
gewuyou
d5d34a626c docs(godot): 修复日志组合文档示例
- 修复组合 logger 示例重复创建文件 appender 的生命周期问题

- 更新 Core logging 文档中的平台无关路径示例

- 补充 Godot 日志页面的路径解析指引承接
2026-05-03 19:07:20 +08:00
gewuyou
230cd0e5d1 docs(godot): 归档 Godot logging 主题
- 补充 GodotLogAppender 与 Core appender 组合示例

- 更新 Godot logging 文档中的文件输出接入说明

- 归档 godot-logging-core-sink 恢复材料并清理 boot 索引
2026-05-03 18:54:33 +08:00
gewuyou
6fa1c20d75
Merge pull request #315 from GeWuYou/feat/godot-logging-core-sink
Feat/godot logging core sink
2026-05-03 15:14:33 +08:00
gewuyou
64e5d8d11d test(godot): 补强日志反射断言
- 补充 GodotLogger 结构化属性反射目标的显式断言

- 优化 反射返回类型不匹配时的测试失败定位

- 更新 godot logging core sink 跟踪与执行 trace
2026-05-03 14:04:59 +08:00
gewuyou
3ced56be8b chore(godot): 处理 Godot 日志 PR 反馈
- 修复 GodotLogAppender 测试对结构化属性顺序的依赖

- 移除 GodotLogger 未使用的私有格式化包装方法

- 更新 ai-plan 默认索引和 trace 恢复记录,避免归档主题与重复标题干扰 boot
2026-05-03 13:24:24 +08:00
gewuyou
1009fee4a4 feat(godot): 新增 Godot 日志 Appender
新增 GodotLogAppender 作为 Core ILogAppender 的 Godot 控制台落点

重构 GodotLogger 输出路径以复用 appender 管线并保持现有 ILogger 入口

补充 Godot appender 渲染测试、文档说明与 active topic 恢复记录
2026-05-03 11:03:58 +08:00
gewuyou
40cce565e6 docs(ai-plan): 启动 Godot logging Core sink 主题
- 归档 Godot logging 合规收尾主题并保留验证结果

- 新增 Godot logging Core sink active topic 恢复入口

- 更新 public boot 索引和当前分支映射
2026-05-03 10:51:16 +08:00
13 changed files with 758 additions and 136 deletions

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@ -0,0 +1,85 @@
using System;
using System.Collections.Generic;
using GFramework.Core.Abstractions.Logging;
using GFramework.Godot.Logging;
namespace GFramework.Godot.Tests.Logging;
/// <summary>
/// Verifies the Godot appender edge that adapts Core log entries to Godot output rendering.
/// </summary>
[TestFixture]
public sealed class GodotLogAppenderTests
{
/// <summary>
/// Verifies that the appender renders Core log entry data and merged structured properties.
/// </summary>
[Test]
public void Render_Should_Use_Core_LogEntry_And_Merged_Properties()
{
LogContext.Clear();
using var sceneContext = LogContext.Push("Scene", "Boot");
var appender = new GodotLogAppender(new GodotLoggerOptions
{
Mode = GodotLoggerMode.Release,
ReleaseOutputTemplate = "{timestamp:yyyyMMdd}|{level:u3}|{category}|{message}{properties}"
});
var entry = new LogEntry(
new DateTime(2026, 5, 3, 4, 5, 6, DateTimeKind.Utc),
LogLevel.Info,
"Game.Services.Inventory",
"Ready",
null,
new Dictionary<string, object?>(StringComparer.Ordinal)
{
[" "] = "ignored",
["Score"] = 12.5m
});
var result = appender.Render(entry);
Assert.Multiple(() =>
{
Assert.That(result, Does.StartWith("20260503|INF|Game.Services.Inventory|Ready | "));
Assert.That(result, Does.Contain("Scene=Boot"));
Assert.That(result, Does.Contain("Score=12.5"));
});
}
/// <summary>
/// Verifies that dynamic option providers are evaluated for each rendered log entry.
/// </summary>
[Test]
public void Render_Should_Use_Latest_Options_From_Provider()
{
var options = new GodotLoggerOptions
{
Mode = GodotLoggerMode.Release,
ReleaseOutputTemplate = "[release] {message}"
};
var appender = new GodotLogAppender(() => options);
var entry = new LogEntry(
DateTime.UtcNow,
LogLevel.Warning,
"Game",
"Reloaded",
null,
null);
var releaseResult = appender.Render(entry);
options = new GodotLoggerOptions
{
Mode = GodotLoggerMode.Debug,
DebugOutputTemplate = "[debug] {message}"
};
var debugResult = appender.Render(entry);
Assert.Multiple(() =>
{
Assert.That(releaseResult, Is.EqualTo("[release] Reloaded"));
Assert.That(debugResult, Is.EqualTo("[debug] Reloaded"));
});
}
}

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@ -192,9 +192,11 @@ public sealed class GodotLoggerSettingsLoaderTests
[Test]
public void StructuredProperties_Should_Skip_Blank_Keys_And_Trim_Valid_Keys()
{
var formatProperties = typeof(GodotLogger).GetMethod(
"FormatProperties",
var toPropertiesDictionary = typeof(GodotLogger).GetMethod(
"ToPropertiesDictionary",
BindingFlags.NonPublic | BindingFlags.Static);
Assert.That(toPropertiesDictionary, Is.Not.Null, "Unable to reflect GodotLogger.ToPropertiesDictionary.");
var properties = new (string Key, object? Value)[]
{
(null!, "ignored"),
@ -202,7 +204,10 @@ public sealed class GodotLoggerSettingsLoaderTests
(" Player ", 42)
};
var result = formatProperties?.Invoke(null, [properties]);
var dictionary = toPropertiesDictionary!.Invoke(null, [properties]) as IReadOnlyDictionary<string, object?>;
Assert.That(dictionary, Is.Not.Null, "ToPropertiesDictionary should return structured log properties.");
var result = GodotLogAppender.FormatProperties(dictionary);
Assert.That(result, Is.EqualTo(" | Player=42"));
}

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@ -0,0 +1,211 @@
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using GFramework.Core.Abstractions.Logging;
using Godot;
namespace GFramework.Godot.Logging;
/// <summary>
/// Writes Core <see cref="LogEntry"/> instances to the Godot output APIs.
/// </summary>
/// <remarks>
/// This appender is the Godot-specific edge of the Core logging pipeline. It keeps formatting, color selection, and
/// Godot debugger routing in the host package while allowing consumers to compose Godot output with Core
/// <see cref="ILogAppender"/> features such as <c>CompositeLogger</c>, filters, and async appenders. The appender
/// does not own unmanaged resources; <see cref="Flush"/> and <see cref="Dispose"/> are therefore no-op lifecycle
/// hooks that satisfy the shared appender contract.
/// </remarks>
public sealed class GodotLogAppender : ILogAppender
{
private static readonly IReadOnlyDictionary<string, object?> EmptyProperties =
new Dictionary<string, object?>(StringComparer.Ordinal);
private readonly Func<GodotLoggerOptions> _optionsProvider;
/// <summary>
/// Initializes a Godot appender with default Godot logger options.
/// </summary>
public GodotLogAppender()
: this(new GodotLoggerOptions())
{
}
/// <summary>
/// Initializes a Godot appender with fixed Godot logger options.
/// </summary>
/// <param name="options">The formatting and routing options used for every appended entry.</param>
/// <exception cref="ArgumentNullException"><paramref name="options"/> is <see langword="null"/>.</exception>
public GodotLogAppender(GodotLoggerOptions options)
: this(CreateFixedOptionsProvider(options))
{
}
/// <summary>
/// Initializes a Godot appender with a dynamic options provider.
/// </summary>
/// <param name="optionsProvider">
/// Provides the latest formatting and routing options for each append operation.
/// </param>
/// <remarks>
/// The Godot logger provider uses this constructor so cached loggers observe hot-reloaded settings without
/// being recreated. The provider must be fast and thread-safe because it is called on the logging path.
/// </remarks>
internal GodotLogAppender(Func<GodotLoggerOptions> optionsProvider)
{
_optionsProvider = optionsProvider ?? throw new ArgumentNullException(nameof(optionsProvider));
}
/// <summary>
/// Appends one Core log entry to Godot's console and debugger output.
/// </summary>
/// <param name="entry">The Core log entry to render.</param>
/// <exception cref="ArgumentNullException"><paramref name="entry"/> is <see langword="null"/>.</exception>
public void Append(LogEntry entry)
{
ArgumentNullException.ThrowIfNull(entry);
var options = _optionsProvider();
var rendered = Render(entry, options);
if (options.Mode == GodotLoggerMode.Debug)
{
WriteDebug(entry.Level, rendered);
}
else
{
GD.Print(rendered);
}
if (entry.Exception != null)
{
GD.PrintErr(entry.Exception.ToString());
}
}
/// <summary>
/// Completes pending writes.
/// </summary>
/// <remarks>
/// Godot output APIs are synchronous from this appender's point of view, so there is no buffered state to
/// flush.
/// </remarks>
public void Flush()
{
}
/// <summary>
/// Releases appender resources.
/// </summary>
/// <remarks>
/// The appender does not own disposable Godot resources. This method exists to honor the Core appender
/// lifecycle contract and to remain composable with factories that dispose appenders uniformly.
/// </remarks>
public void Dispose()
{
}
/// <summary>
/// Formats structured properties for the <c>{properties}</c> template placeholder.
/// </summary>
/// <param name="properties">The already-merged property set from a Core <see cref="LogEntry"/>.</param>
/// <returns>
/// A leading separator plus formatted properties, or an empty string when no valid properties exist.
/// </returns>
/// <remarks>
/// Blank keys are ignored because they cannot produce useful structured output and can come from
/// caller-provided tuples. Valid keys are trimmed at render time so the appender never mutates the original
/// property dictionary.
/// </remarks>
internal static string FormatProperties(IReadOnlyDictionary<string, object?>? properties)
{
if (properties == null || properties.Count == 0)
{
return string.Empty;
}
var formattedProperties = properties
.Where(static pair => !string.IsNullOrWhiteSpace(pair.Key))
.Select(static pair => $"{pair.Key.Trim()}={FormatValue(pair.Value)}")
.ToArray();
return formattedProperties.Length == 0
? string.Empty
: " | " + string.Join(", ", formattedProperties);
}
/// <summary>
/// Renders a Core log entry without writing it to Godot.
/// </summary>
/// <param name="entry">The Core log entry to render.</param>
/// <returns>The line that would be sent to the selected Godot output API.</returns>
/// <remarks>
/// Tests use this method to verify template and structured-property behavior without depending on Godot's
/// static output APIs.
/// </remarks>
internal string Render(LogEntry entry)
{
ArgumentNullException.ThrowIfNull(entry);
return Render(entry, _optionsProvider());
}
private static Func<GodotLoggerOptions> CreateFixedOptionsProvider(GodotLoggerOptions options)
{
ArgumentNullException.ThrowIfNull(options);
return () => options;
}
private static string Render(LogEntry entry, GodotLoggerOptions options)
{
var templateText = options.Mode == GodotLoggerMode.Debug
? options.DebugOutputTemplate
: options.ReleaseOutputTemplate;
var context = new GodotLogRenderContext(
entry.Timestamp,
entry.Level,
entry.LoggerName,
entry.Message,
options.GetColor(entry.Level),
FormatProperties(GetMergedProperties(entry)));
return GodotLogTemplate.Parse(templateText).Render(context);
}
private static IReadOnlyDictionary<string, object?> GetMergedProperties(LogEntry entry)
{
var allProperties = entry.GetAllProperties();
return allProperties.Count == 0 ? EmptyProperties : allProperties;
}
private static string FormatValue(object? value)
{
if (value == null)
{
return "null";
}
return value switch
{
IFormattable formattable => formattable.ToString(null, CultureInfo.InvariantCulture),
_ => value.ToString() ?? string.Empty
};
}
private static void WriteDebug(LogLevel level, string rendered)
{
GD.PrintRich(rendered);
switch (level)
{
case LogLevel.Fatal:
case LogLevel.Error:
GD.PushError(rendered);
break;
case LogLevel.Warning:
GD.PushWarning(rendered);
break;
}
}
}

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@ -1,19 +1,23 @@
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using GFramework.Core.Abstractions.Logging;
using GFramework.Core.Logging;
using Godot;
namespace GFramework.Godot.Logging;
/// <summary>
/// Godot platform logger implementation.
/// </summary>
/// <remarks>
/// This logger preserves the existing <see cref="ILogger"/> entry point while delegating output to
/// <see cref="GodotLogAppender"/> so Godot rendering remains compatible with the Core appender pipeline.
/// </remarks>
public sealed class GodotLogger : AbstractLogger
{
private readonly Func<GodotLoggerOptions> _optionsProvider;
private static readonly IReadOnlyDictionary<string, object?> EmptyProperties =
new Dictionary<string, object?>(StringComparer.Ordinal);
private readonly GodotLogAppender _appender;
/// <summary>
/// Initializes a logger that preserves the historical fixed-format template.
@ -45,11 +49,14 @@ public sealed class GodotLogger : AbstractLogger
/// Initializes the core logger with dynamic options and level providers.
/// </summary>
/// <param name="name">The resolved logger name used in rendered output.</param>
/// <param name="optionsProvider">The provider that supplies the latest rendering options for each write.</param>
/// <param name="optionsProvider">
/// The provider that supplies the latest rendering options for each write.
/// </param>
/// <param name="minLevelProvider">The provider that supplies the latest effective minimum level.</param>
/// <remarks>
/// The Godot factory uses this constructor so cached logger instances can observe hot-reloaded settings without
/// being recreated. The default public constructor supplies a fixed provider to avoid allocation on the log path.
/// being recreated. The default public constructor supplies a fixed provider to avoid allocation on the log
/// path.
/// </remarks>
internal GodotLogger(
string name,
@ -57,7 +64,8 @@ public sealed class GodotLogger : AbstractLogger
Func<LogLevel> minLevelProvider)
: base(name, minLevelProvider ?? throw new ArgumentNullException(nameof(minLevelProvider)))
{
_optionsProvider = optionsProvider ?? throw new ArgumentNullException(nameof(optionsProvider));
_appender = new GodotLogAppender(
optionsProvider ?? throw new ArgumentNullException(nameof(optionsProvider)));
}
/// <summary>
@ -74,6 +82,9 @@ public sealed class GodotLogger : AbstractLogger
/// <summary>
/// Uses Godot-aware structured rendering instead of the base string concatenation fallback.
/// </summary>
/// <param name="level">The log level.</param>
/// <param name="message">The message body before Godot template rendering.</param>
/// <param name="properties">Structured properties appended through the configured Godot template.</param>
public override void Log(LogLevel level, string message, params (string Key, object? Value)[] properties)
{
if (!IsEnabled(level))
@ -87,6 +98,10 @@ public sealed class GodotLogger : AbstractLogger
/// <summary>
/// Uses Godot-aware structured rendering instead of the base string concatenation fallback.
/// </summary>
/// <param name="level">The log level.</param>
/// <param name="message">The message body before Godot template rendering.</param>
/// <param name="exception">The optional exception written after the rendered message.</param>
/// <param name="properties">Structured properties appended through the configured Godot template.</param>
public override void Log(
LogLevel level,
string message,
@ -107,73 +122,39 @@ public sealed class GodotLogger : AbstractLogger
Exception? exception,
(string Key, object? Value)[]? properties)
{
var options = _optionsProvider();
var templateText = options.Mode == GodotLoggerMode.Debug
? options.DebugOutputTemplate
: options.ReleaseOutputTemplate;
var context = new GodotLogRenderContext(
var entry = new LogEntry(
DateTime.UtcNow,
level,
Name(),
message,
options.GetColor(level),
FormatProperties(properties));
var rendered = GodotLogTemplate.Parse(templateText).Render(context);
exception,
ToPropertiesDictionary(properties));
if (options.Mode == GodotLoggerMode.Debug)
{
WriteDebug(level, rendered);
}
else
{
GD.Print(rendered);
}
if (exception != null)
{
GD.PrintErr(exception.ToString());
}
_appender.Append(entry);
}
private static string FormatProperties((string Key, object? Value)[]? properties)
private static IReadOnlyDictionary<string, object?> ToPropertiesDictionary(
(string Key, object? Value)[]? properties)
{
var merged = MergeProperties(properties);
if (merged.Count == 0)
{
return string.Empty;
}
return " | " + string.Join(", ", merged.Select(static pair => $"{pair.Key}={FormatValue(pair.Value)}"));
}
private static IReadOnlyDictionary<string, object?> MergeProperties((string Key, object? Value)[]? properties)
{
var contextProperties = LogContext.Current;
if ((properties == null || properties.Length == 0) && contextProperties.Count == 0)
if (properties == null || properties.Length == 0)
{
return EmptyProperties;
}
var merged = new Dictionary<string, object?>(contextProperties, StringComparer.Ordinal);
if (properties != null)
var result = new Dictionary<string, object?>(StringComparer.Ordinal);
foreach (var property in properties)
{
foreach (var property in properties)
if (string.IsNullOrWhiteSpace(property.Key))
{
if (string.IsNullOrWhiteSpace(property.Key))
{
continue;
}
merged[property.Key.Trim()] = property.Value;
continue;
}
result[property.Key.Trim()] = property.Value;
}
return merged;
return result.Count == 0 ? EmptyProperties : result;
}
private static readonly IReadOnlyDictionary<string, object?> EmptyProperties =
new Dictionary<string, object?>(StringComparer.Ordinal);
private static Func<GodotLoggerOptions> CreateFixedOptionsProvider(LogLevel minLevel)
{
var options = GodotLoggerOptions.ForMinimumLevel(minLevel);
@ -191,34 +172,4 @@ public sealed class GodotLogger : AbstractLogger
ArgumentNullException.ThrowIfNull(options);
return () => options.GetEffectiveMinLevel();
}
private static string FormatValue(object? value)
{
if (value == null)
{
return "null";
}
return value switch
{
IFormattable formattable => formattable.ToString(null, CultureInfo.InvariantCulture),
_ => value.ToString() ?? string.Empty
};
}
private static void WriteDebug(LogLevel level, string rendered)
{
GD.PrintRich(rendered);
switch (level)
{
case LogLevel.Fatal:
case LogLevel.Error:
GD.PushError(rendered);
break;
case LogLevel.Warning:
GD.PushWarning(rendered);
break;
}
}
}

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@ -72,7 +72,7 @@ Scene / UI、配置、存储、设置、日志与协程能力接到 `Node`、`Sc
- 节点扩展与 `Signal(...)` fluent API
- `GodotTimeSource` 与协程时间分段
- Godot 日志 provider
- Godot 日志 provider`GodotLogAppender`
- 暂停处理、节点池与富文本效果支持
这些目录都是“宿主适配层”,不是新的 gameplay 抽象层。

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@ -38,10 +38,6 @@ help the current worktree land on the right recovery documents without scanning
- Purpose: continue the data repository persistence hardening plus the settings / serialization follow-up backlog.
- Tracking: `ai-plan/public/data-repository-persistence/todos/data-repository-persistence-tracking.md`
- Trace: `ai-plan/public/data-repository-persistence/traces/data-repository-persistence-trace.md`
- `godot-logging-compliance-polish`
- Purpose: continue Godot logging host integration, configuration reload, structured-output polish, and follow-up work without forking the Core logging model.
- Tracking: `ai-plan/public/godot-logging-compliance-polish/todos/godot-logging-compliance-polish-tracking.md`
- Trace: `ai-plan/public/godot-logging-compliance-polish/traces/godot-logging-compliance-polish-trace.md`
- `semantic-release-versioning`
- Purpose: migrate release version calculation from fixed patch bumps to semantic-release while keeping the existing tag-driven NuGet publish flow.
- Tracking: `ai-plan/public/semantic-release-versioning/todos/semantic-release-versioning-tracking.md`
@ -63,23 +59,9 @@ help the current worktree land on the right recovery documents without scanning
- Branch: `feat/data-repository-persistence`
- Worktree hint: `GFramework-data-repository-persistence`
- Priority 1: `data-repository-persistence`
- Branch: `feat/godot-logging-compliance-polish`
- Worktree hint: `GFramework`
- Priority 1: `godot-logging-compliance-polish`
- Branch: `feat/semantic-release-versioning`
- Worktree hint: `GFramework`
- Priority 1: `semantic-release-versioning`
- Branch: `docs/sdk-update-documentation`
- Worktree hint: `GFramework-update-documentation`
- Priority 1: `documentation-full-coverage-governance`
## Archived Topics
- `analyzer-warning-reduction`
- Archive root: `ai-plan/public/archive/analyzer-warning-reduction/`
- Note: 长期 warning-reduction 分支已收尾PR #301 的最终 review follow-up 已本地闭环,后续仅作为历史恢复材料保留。
- `cqrs-cache-docs-hardening`
- Archive root: `ai-plan/public/archive/cqrs-cache-docs-hardening/`
- Note: archived topics stay outside the default `boot` context until a user explicitly requests historical review.
- `documentation-governance-and-refresh`
- Archive root: `ai-plan/public/archive/documentation-governance-and-refresh/`
- Note: PR #268 已合并;文档治理与 Godot 栏目刷新阶段已完成,后续仅作为历史恢复材料保留。

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@ -5,17 +5,17 @@
继续把 `GFramework.Godot.Logging` 从“基础可用的 Godot 输出适配”收敛成“对齐 `GodotLogger` 优点、但保持
GFramework 自身日志抽象不分叉”的稳定宿主层,并为后续 Godot / Core 日志统一留下清晰恢复点。
## 当前恢复点
## 完成状态
- 恢复点编号:`GODOT-LOGGING-COMPLIANCE-POLISH-RP-003`
- 当前阶段:`PR review follow-up`
- 当前焦点
- 当前阶段:`已完成并归档`
- 完成结论
- 已补齐 `GodotLog` 静态入口、延迟 logger 解析、配置自动发现与热重载
- 已让 `GodotLoggerFactoryProvider` 对已缓存 logger 生效动态配置,而不是只在新建 logger 时读快照
- 已让 `GodotLogger` 支持 `{properties}` 占位符,并把 `IStructuredLogger` / `LogContext` 属性落到 Godot 输出
- 已兼容 `GodotLogger` 风格配置值,如 `Information` / `Critical`
- 已处理 PR #314 最新 AI review 中仍适用的 XML docs、热路径分配、结构化属性兜底、文档示例和 tracking 精简问题
- 下一轮优先刷新 PR review / CI 反馈,避免继续扩大 Godot logging API 面
- PR #314 已合并到 `origin/main`,当前主题从默认 boot 路径移入归档
## 当前状态摘要
@ -31,7 +31,8 @@ GFramework 自身日志抽象不分叉”的稳定宿主层,并为后续 Godot
## 当前活跃事实
- 当前主题由分支 `feat/godot-logging-compliance-polish` 驱动,并已在 `ai-plan/public/README.md` 建立映射
- 本主题归档前由分支 `feat/godot-logging-compliance-polish` 驱动PR #314 合并后已从
`ai-plan/public/README.md` 的 active topic 映射移除
- `ai-libs/GodotLogger` 的 MIT 许可证已复制到 `third-party-licenses/GodotLogger/LICENSE`
- `GodotLog` 当前的配置发现顺序为:
- `GODOT_LOGGER_CONFIG`
@ -53,12 +54,12 @@ GFramework 自身日志抽象不分叉”的稳定宿主层,并为后续 Godot
- PR #314 最新 follow-up 中,`DeferredLogger` 格式化重载现在委托给 inner logger`GodotLogger` 默认 options
provider 已改为构造时缓存,结构化属性会跳过空白 key 并使用 trimmed key
## 当前风险
## 收尾风险
- 双入口生命周期风险:如果同一宿主同时混用 `LoggerFactoryResolver.Provider``GodotLog`,需要明确谁是最终默认 provider
- 缓解措施:当前文档与实现都保留 `GodotLog.UseAsDefaultProvider()`,并继续把 `ArchitectureConfiguration` 方式写成默认推荐路径
- Core / Godot 管线分离风险Godot 侧虽然已有热重载与配置发现,但还没有变成 Core 可组合 appender
- 缓解措施:下一轮只评估“Godot sink / appender 化”,不再继续扩张独立的 Godot logging 面
- 缓解措施:若后续重启本方向,应新建独立 topic 评估“Godot sink / appender 化”,不要在已归档主题继续扩张独立的 Godot logging 面
- 配置热重载的宿主差异风险Godot 编辑器、导出包和测试宿主的文件系统语义不完全一致
- 缓解措施active 入口先锁定 discovery / reload 语义,后续若遇到平台差异,再用定向回归和文档补充收口
- `GodotLog.ConfigurationPath` 的“不会 materialize”语义没有加入自动化测试
@ -80,11 +81,14 @@ GFramework 自身日志抽象不分叉”的稳定宿主层,并为后续 Godot
- `dotnet format GFramework.Godot.Tests/GFramework.Godot.Tests.csproj --verify-no-changes --no-restore --include ...`
- 结果:通过
- 备注include 范围为本轮修改的 C# 文件;全项目 format 仍命中既有行尾 / 编码问题,详见 trace
- `dotnet build GFramework.sln -c Release`
- 结果:通过,`0 warning / 0 error`
- 备注2026-05-03 在归档维护分支补跑仓库级 Release build验证归档改动不会影响解决方案构建
- 历史验证明细已保留在 [执行 trace](../traces/godot-logging-compliance-polish-trace.md) 的 `RP-001 验证`
`RP-002 验证` 小节active tracking 入口只保留当前恢复点相关结果
## 下一步
## 归档说明
1. 提交 RP-003 review follow-up 改动
2. 刷新 PR review / CI 状态,确认最新 head 上 CodeRabbit 与 Greptile 线程是否关闭或变为 stale
3. 若 CI 仍报 MegaLinter `dotnet-format` restore 失败,优先复核 Actions restore 环境,而不是继续改本地格式
1. 本主题已随 PR #314 合并到 `origin/main`
2. 默认 boot 索引不再指向本主题
3. 后续若继续做 Godot logging 与 Core appender / sink 的统一设计,应建立新的 active topic

View File

@ -117,3 +117,24 @@
1. 提交 RP-003 review follow-up 改动
2. 刷新 PR review确认 CodeRabbit / Greptile 线程是否关闭或 stale
3. 若 CI 仍只有 MegaLinter `dotnet-format` restore 失败,继续定位 Actions restore 环境而不是扩大本地格式清理范围
### 阶段主题归档RP-004
- PR #314 已合并,当前分支 head 与 `origin/main` 同为 merge commit `918a61f3`
- 旧 upstream branch `origin/feat/godot-logging-compliance-polish` 已不存在
- 当前 batch stop condition 使用 `origin/main` 作为 baseline归档前分支累计 diff 为 `0` 个文件
- 接受的收尾动作:
- 将 `godot-logging-compliance-polish` 从默认 boot active topic 中移除
- 将主题恢复文档移动到 `ai-plan/public/archive/godot-logging-compliance-polish/`
- 在 public index 的 archived topics 中保留主题位置和合并结论
### RP-004 验证
- `dotnet build GFramework.sln -c Release`
- 结果:通过,`0 warning / 0 error`
- 备注:归档维护只触及 `ai-plan/public/**`,本次 build 用于满足仓库完成标准并确认解决方案仍可构建
### RP-004 下一步
1. 若继续推进 Godot logging 与 Core 的统一输出管线,建立新的 active topic
2. 当前归档维护已完成;后续只需提交并发布归档分支

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@ -0,0 +1,76 @@
# Godot Logging Core Sink 跟踪
## 目标
`GFramework.Godot.Logging` 已完成宿主便利层收口后,评估并推进 Godot 输出与 `GFramework.Core` 日志扩展点的统一。
本主题优先判断是否应把 Godot 输出沉淀为 Core 可组合的 appender / sink而不是继续扩张 Godot-only logging 管线。
## 完成状态
- 恢复点编号:`GODOT-LOGGING-CORE-SINK-RP-005`
- 当前阶段:`已完成并归档`
- 完成结论:
- `GFramework.Godot.Logging.GodotLogAppender` 已作为 Core `ILogAppender` 的 Godot 宿主落点落地
- `GodotLogger` 保留原有 `ILogger` 入口,但底层输出委托给 appender
- Godot / Core logging 文档已说明 provider 与 appender 的组合边界
- 已补充 `CompositeLogger + GodotLogAppender + AsyncLogAppender + FileAppender` 的配置化 factory 示例
- PR #315 最新 AI review 中仍适用的测试稳定性、dead private wrapper、boot index 与 trace heading 问题已处理
- 最新 CodeRabbit outside-diff 复查指出的反射测试诊断不清晰问题已处理
- 本主题已从 `ai-plan/public/README.md` 的 active topic 与 worktree map 移除
## 已知输入
- `godot-logging-compliance-polish` 已归档PR #314 已合并到 `origin/main`
- 归档主题确认:
- `GFramework.Core` 仍是主日志框架
- `GFramework.Godot.Logging` 已补齐 `GodotLog`、延迟 logger、配置发现、热重载和结构化属性渲染
- 下一阶段应新建 topic 评估 Godot sink / appender 化,而不是继续在归档主题内扩张
- `ai-libs/GodotLogger` 继续作为只读外部参考;本主题不引入 `Microsoft.Extensions.Logging` provider / builder 生态
## 待办
1. 已完成:盘点 `GFramework.Core` 日志扩展点与 Godot 侧 logger/provider 的实际耦合点
2. 已完成:确认现有 Core `ILogAppender` 足够承载 Godot 输出,无需新增第二套 sink API
3. 已完成:保留 `GodotLog` / `GodotLoggerFactoryProvider` 入口,并让 `GodotLogger` 底层走 `GodotLogAppender`
4. 已完成:补充 `GodotLogAppender` targeted tests 与 `docs/zh-CN/` adoption guidance
5. 已完成:处理 PR #315 最新 review follow-up移除默认 boot index 的 archived topics 区块并消除 trace 重复 heading
6. 已完成:处理最新 CodeRabbit outside-diff 反馈,显式断言反射目标与返回类型以改善测试失败定位
7. 已完成:补充配置化 factory 示例,把 `GodotLogAppender` 与文件 / async appender 显式组合
8. 已完成:归档 `godot-logging-core-sink` 主题,默认 boot 不再加载本主题
## 验证
- `dotnet build GFramework.sln -c Release`
- 结果:通过,`0 warning / 0 error`
- 备注2026-05-03 在创建本 active topic 前已验证归档收尾分支;后续实现改动需要按受影响项目重新验证
- `dotnet test GFramework.Godot.Tests -c Release`
- 结果:通过,`75 passed / 0 failed / 0 skipped`
- 备注:覆盖 `GodotLogAppender` 渲染、动态 options provider、既有 Godot logging tests
- `dotnet build GFramework.Godot -c Release`
- 结果:通过,`0 warning / 0 error`
- 备注:验证受影响运行时项目
- `dotnet format GFramework.Godot --verify-no-changes --no-restore --include GFramework.Godot/Logging/GodotLogger.cs`
- 结果:通过
- `dotnet format GFramework.Godot.Tests --verify-no-changes --no-restore --include GFramework.Godot.Tests/Logging/GodotLogAppenderTests.cs GFramework.Godot.Tests/Logging/GodotLoggerSettingsLoaderTests.cs`
- 结果:通过
- `dotnet test GFramework.Godot.Tests -c Release`
- 结果:通过,`75 passed / 0 failed / 0 skipped`
- 备注2026-05-03 最新 PR review outside-diff 复查后重新验证
- `dotnet format GFramework.Godot.Tests --verify-no-changes --no-restore --include GFramework.Godot.Tests/Logging/GodotLoggerSettingsLoaderTests.cs`
- 结果:通过
- 备注:覆盖最新改动的测试文件
- `dotnet format GFramework.sln --verify-no-changes --no-restore`
- 结果:失败
- 备注:失败集中在仓库既有的 whitespace、final newline 与 charset 诊断,跨 `GFramework.Core``GFramework.Cqrs``GFramework.Game.Abstractions` 等未触碰项目;本轮改动用 scoped format 验证
- `dotnet build GFramework.Godot -c Release`
- 结果:通过,`0 warning / 0 error`
- 备注2026-05-03 在短分支 `docs/godot-logging-composition-archive` 串行重跑
- `dotnet test GFramework.Godot.Tests -c Release`
- 结果:通过,`75 passed / 0 failed / 0 skipped`
- 备注2026-05-03 在短分支 `docs/godot-logging-composition-archive` 串行重跑
## 归档说明
1. 本主题已随 PR #315 合并到 `origin/main`
2. 默认 boot 索引不再指向本主题
3. 后续 Logger 演进只有在出现真实消费项目痛点时再新建 active topic默认不保留长期 Logger 分支

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@ -0,0 +1,143 @@
# Godot Logging Core Sink Trace
## 2026-05-03
### RP-001 启动
- 新建 active topic`godot-logging-core-sink`
- 当前分支:`feat/godot-logging-core-sink`
- 启动背景:
- `godot-logging-compliance-polish` 已随 PR #314 合并并归档
- 用户明确要求归档收尾不要作为独立分支推进,而是跟下一 active topic 一起提交
- 本分支因此同时包含归档索引收口和新 topic 启动入口
### 初始边界
- 本主题要评估 Godot 输出是否应进入 Core appender / sink 模型
- 不把 `Microsoft.Extensions.Logging` 生态原样搬入 GFramework
- 不新增第二套业务日志 API`GodotLog` 应保持为 Godot 宿主便利入口
- 不在已归档的 `godot-logging-compliance-polish` topic 中继续扩张新需求
### RP-001 验证
- `dotnet build GFramework.sln -c Release`
- 结果:通过,`0 warning / 0 error`
- 备注:本次 build 在创建 active topic 前执行,用于验证归档维护对解决方案无影响;实现阶段需要重新跑受影响项目验证
### RP-001 下一步
1. 只读盘点 Core logging 抽象与 Godot logger/provider 的耦合点
2. 记录候选设计,明确哪些能力进入 Core哪些保留在 Godot 宿主层
3. 确认方案后进入实现与文档更新
### RP-002 Godot Appender 最小实现
- 盘点结论:
- Core 已有 `ILogAppender``LogEntry``CompositeLogger`、filter、formatter 与 async appender
- Godot 侧主要耦合点是 `GodotLogger` 直接持有模板渲染和 `GD.*` 输出逻辑
- 不需要先新增 Core sink 抽象;把 Godot 输出沉淀为 Godot 包内的 `ILogAppender` 已能复用 Core 管线
- 已实施:
- 新增 `GFramework.Godot.Logging.GodotLogAppender`
- `GodotLogger` 保留原有 public API并把输出委托给 `GodotLogAppender`
- 新增 `GFramework.Godot.Tests/Logging/GodotLogAppenderTests.cs`
- 更新 `GFramework.Godot/README.md``docs/zh-CN/core/logging.md``docs/zh-CN/godot/index.md`
`docs/zh-CN/godot/logging.md`
- 采用的兼容边界:
- `GodotLog``GodotLoggerFactory``GodotLoggerFactoryProvider` 不改用户调用方式
- Godot 输出可作为 Core appender 被自定义 factory / `CompositeLogger` 组合
- 文件、JSON、namespace filter、async 等仍由 Core logging 组件负责Godot 包只提供宿主控制台落点
### RP-002 验证
- `dotnet test GFramework.Godot.Tests -c Release`
- 结果:通过,`75 passed / 0 failed / 0 skipped`
- `dotnet build GFramework.Godot -c Release`
- 结果:通过,`0 warning / 0 error`
### RP-002 下一步
1. 提交当前 appender 实现与文档更新
2. 若继续推进本主题,优先补充组合示例或归档 topic不新增第二套日志 API
### RP-003 PR Review Follow-up
- 使用 `$gframework-pr-review` 抓取 PR #315 最新 review payload
- CodeRabbit3 个 open thread分别指向 appender test 顺序依赖、默认 boot index 包含 archived topic、trace 重复 heading
- Greptile1 个 open thread指出 `GodotLogger.FormatProperties` 为 dead private wrapper
- Gemini Code Assist无 open thread
- GitHub Test Reporter`2264 passed / 0 failed`
- MegaLinter`dotnet-format` 报 restore failure本地进一步验证时发现 solution-wide format 还有既有 repo-wide 诊断
- 已实施:
- `GodotLogAppenderTests` 改为验证固定前缀与结构化属性集合内容,不再依赖 `Dictionary` 枚举顺序
- 移除 `GodotLogger.FormatProperties` private wrapper并把既有结构化属性测试改为验证生产路径使用的 `ToPropertiesDictionary``GodotLogAppender.FormatProperties`
- 从 `ai-plan/public/README.md` 移除 archived topics 区块,默认 boot index 只保留 active topic 与 worktree map
- 将 trace 中重复的 `### 验证` / `### 下一步` 改为 `RP-001``RP-002` 前缀,避免 MD024 anchor 冲突
### RP-003 验证
- `dotnet test GFramework.Godot.Tests -c Release`
- 结果:通过,`75 passed / 0 failed / 0 skipped`
- `dotnet build GFramework.Godot -c Release`
- 结果:通过,`0 warning / 0 error`
- `dotnet format GFramework.Godot --verify-no-changes --no-restore --include GFramework.Godot/Logging/GodotLogger.cs`
- 结果:通过
- `dotnet format GFramework.Godot.Tests --verify-no-changes --no-restore --include GFramework.Godot.Tests/Logging/GodotLogAppenderTests.cs GFramework.Godot.Tests/Logging/GodotLoggerSettingsLoaderTests.cs`
- 结果:通过
- `dotnet format GFramework.sln --verify-no-changes --no-restore`
- 结果:失败
- 备注:失败为仓库既有的跨项目 whitespace、final newline 与 charset 诊断;本轮改动文件已通过 scoped format 验证
### RP-003 下一步
1. 提交 PR review follow-up
2. 等待 PR #315 复查,确认 CodeRabbit / Greptile open threads 是否关闭
### RP-004 PR Review Outside-Diff 复查
- 使用 `$gframework-pr-review` 重新抓取 PR #315 最新 review payload
- CodeRabbit无 open thread但 latest review body 仍有 1 条 outside-diff 反馈
- Greptile无 open thread
- Gemini Code Assist无 open thread
- GitHub Test Reporter最新 run 显示 `2264 passed / 0 failed`
- MegaLinter仍为 `dotnet-format` restore failure未提供具体源文件格式诊断
- 已实施:
- `GodotLoggerSettingsLoaderTests.StructuredProperties_Should_Skip_Blank_Keys_And_Trim_Valid_Keys` 在调用反射目标前显式断言 `ToPropertiesDictionary` 存在
- 同一测试在交给 `GodotLogAppender.FormatProperties` 前显式断言反射返回值类型符合预期
### RP-004 验证
- `dotnet test GFramework.Godot.Tests -c Release`
- 结果:通过,`75 passed / 0 failed / 0 skipped`
- `dotnet format GFramework.Godot.Tests --verify-no-changes --no-restore --include GFramework.Godot.Tests/Logging/GodotLoggerSettingsLoaderTests.cs`
- 结果:通过
### RP-004 下一步
1. 提交最新 PR review follow-up
2. 等待 PR #315 复查,确认 CodeRabbit outside-diff 反馈是否关闭
### RP-005 组合示例与主题归档
- PR #315 已合并,当前短分支从 `origin/main` 创建,用于收口最后的文档示例与 active topic 归档
- 复核结论:
- `ai-libs/GodotLogger` 的宿主便利层能力已由 `godot-logging-compliance-polish` 吸收并归档
- 本主题已把 Godot 输出落到 Core `ILogAppender`,无需新增第二套 sink API
- 仅剩有价值的补强是示例化 Core appender 组合,而不是继续扩展 Logger 框架代码
- 已实施:
- 在 `docs/zh-CN/core/logging.md` 补充 `GodotLogAppender + AsyncLogAppender + FileAppender` 组合 provider 示例
- 在 `docs/zh-CN/godot/logging.md` 补充 Godot 宿主下的组合接入路径,并说明 `user://` 路径需先转换为文件系统路径
- 将 `godot-logging-core-sink` 移入 `ai-plan/public/archive/`
- 从 `ai-plan/public/README.md` 移除本主题 active topic 与 `feat/godot-logging-core-sink` 分支映射
### RP-005 验证
- 首次并行运行 `dotnet build GFramework.Godot -c Release``dotnet test GFramework.Godot.Tests -c Release` 时,
build 命中 MSBuild 输出文件锁竞争;随后改为串行重跑同样的 direct 命令作为最终结果
- `dotnet build GFramework.Godot -c Release`
- 结果:通过,`0 warning / 0 error`
- `dotnet test GFramework.Godot.Tests -c Release`
- 结果:通过,`75 passed / 0 failed / 0 skipped`
### RP-005 下一步
1. 提交短分支

View File

@ -79,6 +79,68 @@ using (LogContext.Push("RequestId", requestId))
`LoggingConfigurationLoader` 读取 `LoggingConfiguration`,再把自定义 `ILoggerFactoryProvider` 挂到
`ArchitectureConfiguration.LoggerProperties.LoggerFactoryProvider``LoggerFactoryResolver.Provider`
宿主包也可以提供自己的 appender。Godot 项目如果需要把 Core 日志管线输出到 Godot 控制台,可以引用
`GFramework.Godot.Logging.GodotLogAppender`,再用 `CompositeLogger` 或自定义 factory 把它和文件、JSON、异步输出等
Core 组件组合在同一条调用面下。
## 组合多个输出目标
需要同时写入宿主控制台和文件时,保留业务侧 `ILogger` 调用面不变,替换 provider 即可。下面的 provider 会为每个
logger 创建一个 `CompositeLogger`,并把同步的 Godot 控制台输出和异步文件输出组合在一起:
```csharp
using GFramework.Core.Abstractions.Logging;
using GFramework.Core.Logging;
using GFramework.Core.Logging.Appenders;
using GFramework.Core.Logging.Formatters;
using GFramework.Godot.Logging;
public sealed class GodotCompositeLoggerFactoryProvider : ILoggerFactoryProvider
{
private readonly GodotLogAppender _godotAppender = new();
private readonly AsyncLogAppender _fileAppender;
public GodotCompositeLoggerFactoryProvider(string filePath)
{
_fileAppender = new AsyncLogAppender(new FileAppender(filePath, new DefaultLogFormatter()));
}
public LogLevel MinLevel { get; set; } = LogLevel.Info;
public ILogger CreateLogger(string name)
{
return new CompositeLogger(
name,
MinLevel,
_godotAppender,
_fileAppender);
}
}
```
把 provider 挂到架构配置时,传入已经解析好的普通文件系统路径:
```csharp
using GFramework.Core.Abstractions.Logging;
using GFramework.Core.Abstractions.Properties;
using GFramework.Core.Architectures;
var logPath = "path/to/game.log";
var configuration = new ArchitectureConfiguration
{
LoggerProperties = new LoggerProperties
{
LoggerFactoryProvider = new GodotCompositeLoggerFactoryProvider(logPath)
{
MinLevel = LogLevel.Debug
}
}
};
```
`GodotLogAppender` 只负责 Godot 控制台落点文件生命周期、异步缓冲、formatter 与过滤规则仍然来自 Core logging 组件。
Godot 项目的 `user://` 路径解析方式见 [Godot 日志集成](../godot/logging.md#_3-组合-godot-控制台和文件输出)。
## 什么时候该换 provider
下面这些场景通常不该只靠改 `MinLevel`
@ -87,5 +149,6 @@ using (LogContext.Push("RequestId", requestId))
- 需要按 namespace / level 做过滤
- 需要 JSON 格式日志
- 需要组合多个 appender
- 需要把输出落到 Godot、Unity 或其他宿主控制台
这时更合理的做法是保留 `ILogger` 调用面不变,只替换 provider / factory / formatter / appender 组合。

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@ -16,7 +16,7 @@ description: 以当前 GFramework.Godot 源码、测试与 CoreGrid 接线为准
- 节点运行时辅助:`WaitUntilReadyAsync()``AddChildXAsync()``QueueFreeX()``UnRegisterWhenNodeExitTree(...)`
- Godot 风格的 Scene / UI 工厂与 registry`GodotSceneFactory``GodotUiFactory`
- Godot 特化的存储、设置与配置加载:`GodotFileStorage``GodotAudioSettings``GodotYamlConfigLoader`
- 少量面向运行时交互的扩展:`Signal(...)` fluent API、暂停处理、富文本效果、协程时间源
- 少量面向运行时交互的扩展:`Signal(...)` fluent API、`GodotLogAppender`暂停处理、富文本效果、协程时间源
它不是 `[GetNode]``[BindNodeSignal]``AutoLoads``InputActions` 的来源。这些能力属于
`GFramework.Godot.SourceGenerators`

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@ -9,6 +9,7 @@ description: 以当前 GFramework.Godot.Logging 源码与 CoreGrid 接线为准
除了把日志写到 Godot 控制台,它现在还补上了 Godot 宿主常见的接入便利层:
- `GodotLog` 静态入口
- `GodotLogAppender`,用于接入 Core appender 管线
- 配置文件自动发现
- 运行期配置热重载
- 延迟 logger 解析,适合 `static readonly` 字段
@ -20,7 +21,9 @@ description: 以当前 GFramework.Godot.Logging 源码与 CoreGrid 接线为准
### `GodotLogger`
`GodotLogger` 继承自 `AbstractLogger`,负责把日志写到 Godot 的输出 API
`GodotLogger` 继承自 `AbstractLogger`,保留原有 `ILogger` 使用面。它现在把实际输出委托给
`GodotLogAppender`,所以 `GodotLoggerFactoryProvider` 继续可用,同时 Godot 输出也能作为 Core appender 管线的一个
可组合目标:
```csharp
public sealed class GodotLogger(
@ -32,10 +35,27 @@ public sealed class GodotLogger(
当前实现里的几个关键语义:
- 时间戳使用 `DateTime.UtcNow`
- 输出前缀格式是 `[yyyy-MM-dd HH:mm:ss.fff] LEVEL [LoggerName]`
- `exception` 不会被单独结构化处理,而是直接追加到消息后面
- `Trace` / `Debug``GD.PrintRich(...)`
- `Info` / `Warning` / `Error` / `Fatal` 分别走 Godot 自身的普通、警告和错误输出通道
- 模板、级别、颜色仍由 `GodotLoggerOptions` 或配置文件控制
- 结构化属性来自 `IStructuredLogger` 参数和 `LogContext`
- `exception` 会在渲染后的主消息之后写入 Godot 错误输出
### `GodotLogAppender`
`GodotLogAppender` 实现 Core 的 `ILogAppender`
```csharp
public sealed class GodotLogAppender : ILogAppender
{
public GodotLogAppender();
public GodotLogAppender(GodotLoggerOptions options);
public void Append(LogEntry entry);
public void Flush();
}
```
它适合在已经使用 `CompositeLogger``AsyncLogAppender`、filter 或自定义 factory 的项目里,把 Godot 控制台输出作为
其中一个落点,而不是为 Godot 重新定义一套业务日志 API。`Flush()``Dispose()` 没有额外副作用,因为 Godot 输出 API
对这个 appender 来说没有持有的缓冲区或外部资源。
### `GodotLoggerFactory`
@ -109,7 +129,7 @@ var logger = GodotLog.CreateLogger<Main>();
"Mode": "Debug",
"DebugMinLevel": "Debug",
"ReleaseMinLevel": "Info",
"DebugOutputTemplate": "[{timestamp:HH:mm:ss.fff}] [color={color}][{level:u3}][/color] [{category:l16}] {message}{properties}",
"DebugOutputTemplate": "[{timestamp:HH:mm:ss.fff}] [color={color}]{level:u3}[/color] {message}{properties}",
"ReleaseOutputTemplate": "[{timestamp:HH:mm:ss.fff}] [{level:u3}] [{category:l16}] {message}{properties}",
"Colors": {
"Info": "white",
@ -196,11 +216,72 @@ public partial class SettingsPanel : Control
如果你已经在用 `GFramework.Core.SourceGenerators`,也可以继续让 `[Log]` 生成字段。Godot provider 只改变输出落点,
不会改变 `[Log]` 的生成契约。需要静态字段延迟初始化时,也可以直接用 `GodotLog.CreateLogger<T>()`
### 3. Scene / UI 迁移日志会自动复用同一套 provider
### 3. 组合 Godot 控制台和文件输出
如果项目需要在 Godot 控制台显示日志,同时把完整日志写到文件,不需要扩展 `GodotLogger` 本身。用自定义
`ILoggerFactoryProvider` 返回 `CompositeLogger`,把 `GodotLogAppender` 和 Core appender 组合起来即可:
```csharp
using GFramework.Core.Abstractions.Logging;
using GFramework.Core.Logging;
using GFramework.Core.Logging.Appenders;
using GFramework.Core.Logging.Formatters;
using GFramework.Godot.Logging;
public sealed class GodotCompositeLoggerFactoryProvider : ILoggerFactoryProvider
{
private readonly GodotLogAppender _godotAppender = new();
private readonly AsyncLogAppender _fileAppender;
public GodotCompositeLoggerFactoryProvider(string filePath)
{
_fileAppender = new AsyncLogAppender(new FileAppender(filePath, new DefaultLogFormatter()));
}
public LogLevel MinLevel { get; set; } = LogLevel.Info;
public ILogger CreateLogger(string name)
{
return new CompositeLogger(
name,
MinLevel,
_godotAppender,
_fileAppender);
}
}
```
挂到架构配置时,先把 Godot 的 `user://` 路径转换为普通文件系统路径:
```csharp
using GFramework.Core.Abstractions.Logging;
using GFramework.Core.Abstractions.Properties;
using GFramework.Core.Architectures;
using Godot;
var logPath = ProjectSettings.GlobalizePath("user://logs/game.log");
var architecture = new GameArchitecture(
new ArchitectureConfiguration
{
LoggerProperties = new LoggerProperties
{
LoggerFactoryProvider = new GodotCompositeLoggerFactoryProvider(logPath)
{
MinLevel = LogLevel.Debug
}
}
},
environment);
```
这种接法适合“Godot 控制台 + 文件落盘”的宿主组合。JSON formatter、namespace filter、rolling file 或更复杂的
异步策略继续使用 Core logging 组件,不需要在 `GFramework.Godot.Logging` 里新增一套专用 API。
### 4. Scene / UI 迁移日志会自动复用同一套 provider
`GFramework.Game.Scene.Handler.LoggingTransitionHandler`
`GFramework.Game.UI.Handler.LoggingTransitionHandler` 都是普通 `ILogger` 使用者。只要当前架构挂的是
`GodotLoggerFactoryProvider`,这些迁移日志就会直接进 Godot 控制台。
`GodotLoggerFactoryProvider` 或包含 `GodotLogAppender` 的自定义 provider,这些迁移日志就会直接进 Godot 控制台。
```csharp
using GFramework.Game.Scene.Handler;
@ -214,16 +295,16 @@ RegisterHandler(new LoggingTransitionHandler());
## Godot 控制台输出语义
当前 `GodotLogger.Write(...)` 的级别映射如下:
当前 `GodotLogAppender.Append(...)` 的级别映射如下:
| 日志级别 | Godot 输出 API | 当前行为 |
| --- | --- | --- |
| `Trace` | `GD.PrintRich(...)` | 使用灰色富文本输出 |
| `Debug` | `GD.PrintRich(...)` | 使用青色富文本输出 |
| `Info` | `GD.Print(...)` | 普通控制台输出 |
| `Warning` | `GD.PushWarning(...)` | 进入 Godot 警告通道 |
| `Error` | `GD.PrintErr(...)` | 输出到错误流 |
| `Fatal` | `GD.PushError(...)` | 进入 Godot 错误通道 |
| `Trace` | `GD.PrintRich(...)` `GD.Print(...)` | Debug 模式使用富文本Release 模式使用普通输出 |
| `Debug` | `GD.PrintRich(...)` `GD.Print(...)` | Debug 模式使用富文本Release 模式使用普通输出 |
| `Info` | `GD.PrintRich(...)` 或 `GD.Print(...)` | Debug 模式使用富文本Release 模式使用普通输出 |
| `Warning` | `GD.PrintRich(...)` + `GD.PushWarning(...)` `GD.Print(...)` | Debug 模式同时进入 Godot 警告通道 |
| `Error` | `GD.PrintRich(...)` + `GD.PushError(...)``GD.Print(...)` | Debug 模式同时进入 Godot 错误通道 |
| `Fatal` | `GD.PrintRich(...)` + `GD.PushError(...)` `GD.Print(...)` | Debug 模式同时进入 Godot 错误通道 |
结构化属性如果通过 `IStructuredLogger``LogContext` 传入,也会追加到模板里的 `{properties}` 占位符。
@ -259,8 +340,8 @@ System.IO.IOException: ...
- 当前推荐接法仍然是把 `GodotLoggerFactoryProvider` 放进 `ArchitectureConfiguration.LoggerProperties`;如果项目是纯
Godot 宿主,也可以在入口直接调用 `GodotLog.UseAsDefaultProvider()`
- `GFramework.Godot.Logging`解决 Godot 控制台输出,不提供文件落盘、JSON formatter、异步 appender 或按 namespace
的复杂过滤
- `GFramework.Godot.Logging`提供 Godot 控制台 appender文件落盘、JSON formatter、异步 appender 或按 namespace
的复杂过滤继续使用 Core 日志组件组合
- `GodotLogger` 只改变输出方式,不改变 `ILogger` 接口本身;业务代码不需要切换到 Godot 专用日志 API
- `[Log]``[ContextAware]` 这类字段注入能力不属于 `GFramework.Godot.Logging`
- Scene / UI 的 `LoggingTransitionHandler` 位于 `GFramework.Game`Godot 侧只是通过 provider 让它们输出到 Godot 控制台